mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-08 21:07:42 +00:00
Lots of CPlayer implementations
This commit is contained in:
@@ -103,8 +103,8 @@ const zeus::CAABox& CPhysicsActor::GetBaseBoundingBox() const { return x1a4_base
|
||||
void CPhysicsActor::AddMotionState(const CMotionState& mst)
|
||||
{
|
||||
zeus::CNUQuaternion q{x34_transform.buildMatrix3f()};
|
||||
// TODO: Jack please verify this assignment: 8011B514
|
||||
x34_transform = zeus::CTransform::Translate(x34_transform.origin) * zeus::CMatrix3f(q);
|
||||
q += mst.xc_orientation;
|
||||
x34_transform = zeus::CTransform(q, x34_transform.origin);
|
||||
|
||||
xe4_27_ = true;
|
||||
xe4_28_ = true;
|
||||
@@ -124,7 +124,7 @@ CMotionState CPhysicsActor::GetMotionState() const
|
||||
|
||||
void CPhysicsActor::SetMotionState(const CMotionState& mst)
|
||||
{
|
||||
x34_transform = zeus::CTransform::Translate(x34_transform.origin) * zeus::CMatrix3f(mst.xc_orientation);
|
||||
x34_transform = zeus::CTransform(mst.xc_orientation, x34_transform.origin);
|
||||
|
||||
xe4_27_ = true;
|
||||
xe4_28_ = true;
|
||||
@@ -275,7 +275,7 @@ bool CPhysicsActor::WillMove(const CStateManager&)
|
||||
void CPhysicsActor::SetPhysicsState(const CPhysicsState& state)
|
||||
{
|
||||
SetTranslation(state.GetTranslation());
|
||||
x34_transform = zeus::CTransform::Translate(x34_transform.origin) * zeus::CMatrix3f(state.GetOrientation());
|
||||
x34_transform = zeus::CTransform(state.GetOrientation(), x34_transform.origin);
|
||||
xe4_27_ = true;
|
||||
xe4_28_ = true;
|
||||
xe4_29_ = true;
|
||||
@@ -368,41 +368,4 @@ void CPhysicsActor::UseCollisionImpulses()
|
||||
ComputeDerivedQuantities();
|
||||
}
|
||||
|
||||
CPhysicsState::CPhysicsState(const zeus::CVector3f& translation, const zeus::CQuaternion& orient,
|
||||
const zeus::CVector3f& v2, const zeus::CAxisAngle& a1, const zeus::CVector3f& v3,
|
||||
const zeus::CVector3f& v4, const zeus::CVector3f& v5, const zeus::CAxisAngle& a2,
|
||||
const zeus::CAxisAngle& a3)
|
||||
: x0_translation(translation)
|
||||
, xc_orientation(orient)
|
||||
, x1c_constantForce(v2)
|
||||
, x28_angularMomentum(a1)
|
||||
, x34_momentum(v3)
|
||||
, x40_force(v4)
|
||||
, x4c_impulse(v5)
|
||||
, x58_torque(a2)
|
||||
, x64_angularImpulse(a3)
|
||||
{
|
||||
}
|
||||
|
||||
void CPhysicsState::SetTranslation(const zeus::CVector3f& tr) { x0_translation = tr; }
|
||||
|
||||
void CPhysicsState::SetOrientation(const zeus::CQuaternion& orient) { xc_orientation = orient; }
|
||||
|
||||
const zeus::CQuaternion& CPhysicsState::GetOrientation() const { return xc_orientation; }
|
||||
|
||||
const zeus::CVector3f& CPhysicsState::GetTranslation() const { return x0_translation; }
|
||||
|
||||
const zeus::CVector3f& CPhysicsState::GetConstantForceWR() const { return x1c_constantForce; }
|
||||
|
||||
const zeus::CAxisAngle& CPhysicsState::GetAngularMomentumWR() const { return x28_angularMomentum; }
|
||||
|
||||
const zeus::CVector3f& CPhysicsState::GetMomentumWR() const { return x34_momentum; }
|
||||
|
||||
const zeus::CVector3f& CPhysicsState::GetForceWR() const { return x40_force; }
|
||||
|
||||
const zeus::CVector3f& CPhysicsState::GetImpulseWR() const { return x4c_impulse; }
|
||||
|
||||
const zeus::CAxisAngle& CPhysicsState::GetTorque() const { return x58_torque; }
|
||||
|
||||
const zeus::CAxisAngle& CPhysicsState::GetAngularImpulseWR() const { return x64_angularImpulse; }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user